﻿#version 330 core

layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 transform;

// Add an output variable to pass the texture coordinate to the fragment shader
// This variable stores the data that we want to be received by the fragment
out vec2 frag_texCoords;

void main()
{
	gl_Position = transform * vec4(aPosition, 1.0);
	frag_texCoords = aTexCoord;
}